[pnpgm] Alchemist skill

Alex Koponen akoponen at mosquitonet.com
Sun Feb 1 21:29:29 CET 2015


The question about how to make a healing potion triggered the 
thought...how about an Alchemist Skill?
BTW Herbalists make Healing potions.

Alchemist
Cost To Learn  100
Per EL Increase  8
Maximum Level (I + D + Em)/2 or 80

     Skill in recognizing and enhancing natural materials (similar to 
Permanent Magics BMC5 spell) and in creating potions that have some of 
the natural material magic though made from inferior material. Example 
an inferior gem, while unenhancable as an item could still be ground up 
and used as the base magic material for a potion that would have some of 
the qualities of an enhanced large flawless gem, but only for a limited 
time after swallowing and only at reduced values.
    To make a potion the Alchemist must make a skill roll adjusted by 
the following factors:
Using gems/jewels the roll is modified by the appearance and clarity 
factors of the stone that is ground up (note that small stones make one 
potion, medium stones can make two potions and large stones can make 
four potions).
   Equipment: Creating a potion without at least a 5 GC kitchen 
equivalent gives a -5. A full 500 GC laboratory with the proper 
glassware and heating sources gives a +5 to skill. Some use magically 
enhanced laboratory sets to further enhance the effective skill of the 
Alchemist.
   Time: Potions take 8 hours to create. Given the proper materials 
multiple potions can be created at the same time if the equipment can 
handle it. Add 20% to the cost of the equipment for each additional 
potion it can handle. [Example: a very large laboratory that could 
handle making 4 potions at once would cost 800 GC.] Being hasty imposes 
a penalty of -5 if done in four hours and -10 if done in two hours. 
Taking extra time gives a bonus of +5 for 16 hours over two days and +10 
for 32 hours over four days.
    Results: Failure by more than 25 results in totally ineffective or 
ineffective and mildly poisonous potions. Failure by 1 to 25 results in 
a potion of reduced potency, dropping effectiveness and time by half. 
Success gives a 1 ounce potion that for EL/2 turns will affect the 
person that consumed it. [Note that magic users that use the BMC 
Permanent Magics Enhancement spell create potions that last ELx5 turns.] 
Healing potions do their curative effect 30-(EL/2) phases. Any 
adjustable feature of the magic is adjusted by being multiplied by the 
EL/100.

Example: A master Alchemist buys a medium sized, severely flawed and 
dull piece of Jet. Taking it back to his large laboratory he grinds it 
up and spends only 2 hours creating two potions. As the potion can only 
grant one power he selects the power of granting the imbiber total 
immunity to disease for 24 hours IF it is first swirled in a gold vessel 
before drinking.  His skill of EL80 is adjusted by -7 for the poor 
quality of the materials, by +5 for the equipment used and by -10 for 
the haste giving an adjusted EL of 68. On a success it can provide 
immunity to disease for 24 hours multiplied by 68/100 = roughly 16 1/3 
hours. A partial failure would only provide immunity for 8 1/6 hours. 
Both potions use the same roll.




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